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Everything posted by Rimarlk
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Hey all, Played Oblivion about 6 years ago so it's been awhile I just got it off steamsale so I'm looking to play it again but with some good mods. I've been playing skyrim recently and it's gotten a little stale. For oblivion, I want a requiem-mod style experience. It seems like OOO does that, but is FCOM really worth the all the pain of having OOO + all the others? Thx!
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Hey all, I was wondering if I need to uninstall NMM then reinstall it to my desired folder in order to move it or if there's a way to just move it within the hard drive. Thx!
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Steam Oblivion and Windows 7 + Mods?
Rimarlk replied to Rimarlk's topic in Oblivion's Mod troubleshooting
Ok Thanks OublietteI and Striker. I have a bunch of mods installed currently for skyrim. Nexus Mod Manager is installed under C:\Games currently. If I follow that procedure for moving steam will I lose all those mods for skyrim? Lanceor, I personally never used Wyre Bash for skyrim and I don't plan on doing a lot of texture mods for oblivion, just a couple. I'm more interested in tweaking the gameplay at this point. I'm thinking something along the lines of what requiem is to skyrim so OOO is what I'm looking at. However I've read some stuff about FCOM but that seems like a hell of an install when I glanced over it. Didn't go too in-depth though. Edit: Oops totally lied. My NexusClient is in Program Files, but I have something else from NMM installed in C:\Games that has the skyrim mods themselves in it. Should I uninstall and get that out of Program files just for the future? -
Hey all, I just got Oblivion off steamsale. Played the game about 6 years ago vanilla only so I'm looking to replay it with some mods installed. I've googled if the steam game of the year version of Oblivion will work with Windows 7 64 bit OS and the answer has been yes, but I've been confused by a couple things. Btw I haven't installed Oblivion yet. People are saying that I need to install either steam or the game itself outside of C:Program Files (x86) because of the security features that go along with it. Many recommend installing it under C:Games...but if I'm running the game with mods do I need to move ALL of steam outside of C:Program Files (x86) or can I just install Oblivion to C:Games? Will that work just fine? Btw I currently run skyrim mods just fine with steam being installed in the default location. My other questions is Oblivion Mod Manager v. NMM...googled and there are conflicting opinions about it. Which one is better for oblivion modding? Also if there's any other tips or advice I'd appreciate it! Thx!
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Just like in Skyrim when you hit an enemy the healthbar goes does, is there a mod out there that shows what the enemies stamina and magicka bars are at? I'm playing with requiem so mana and stamina are HUGE but I have no idea what the enemy is at. This would make poisons and magicka/stamina draining effects much more useful and tactical for me personally. I've been looking around and I cannot find one...help plz!
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I only know of the No Death Mod and Death is Highly Overrated.
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I'm actually gonna play a sneaky archer. Or maybe a mage I haven't decided haha but if I need to cut weapon damage down I will there's a plugin for that. You can also nerf enemy archer aim. Reloading save games is just immersion-breaking for me.
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I'm about to go through requiem so I'm doing a bit more of a hardcore experience. I want a mod that's going to make me think twice about being stupid and dying simply cuz I quicksaved before. These are the only two mods out there that really address this...any suggestions on which I should choose??? Thanks!
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Anyone else hate how in Skyrim if a follower gets to 0hp they stumble around for a few seconds then rejoin the fight? At the same time if you have a follower mod like AFT you can make them killable but since you have no control over followers they'd be dying all the time. I'd love a mod that just knocks out followers for the duration of the fight and when it's over they get back up again ala dragon age. Would be much more immersive without permanently losing your idiotic followers lol.
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Are there any mods that "knock out" followers when they "d
Rimarlk replied to Rimarlk's topic in Skyrim's Skyrim LE
Ok I'm assuming there isn't one then. I'll post something in the mod request forum. -
I don't like how in Skyrim followers are essential so when they "die" they go into a disabled animation then come back in the fight. At the same time followers are stupid sometimes and I don't want to using my AFT settings to make them killable. Are there any mods that when a follower gets to 0hp in combat they're just knocked out for the rest of the fight? Would make it a lot more realistic and less easymodecheese. I can't find a mod like that. Thanks!
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I never even started the questline when I started receiving this error. It's crazy annoying and freaks me out like something is uber messed up with my game :/
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First time playing Skyrim on PC, need mods
Rimarlk replied to GuarFighter's topic in Skyrim's Skyrim LE
Immersive Armors and Immersive Weapons are two excellent mods. -
So just delete that one?
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Quick noob question. I need to disable the AI portion of ASIS since I have other mods that do that. I'm in the skyproc patchers folder where ASIS is and it lets me customize it (such as mod exclusions)...it has all the different configuration files like perks, potions, spells, enemy spawn, ai, etc. How do I get rid of/disable the AI one? Thanks!
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Hey all I'm coming back to Skyrim after a long break and want to play as a melee character. I liked deadly combat in the past but I felt like it just didn't do "enough." I've been playing around with some mods and I really like tktk's Ultimate Combat mod (I also use his dodge, recoil, and other combat mod) but there are a few things from deadly that I also enjoy. Anyone use both? Also I play SkyRe so I obviously have SkyRe combat module disabled but should I disable the enemy AI module as well? Thanks! P.S. If you have some other great combat mod suggestions post them please! Skyrim vanilla combat is so bland so any addition is huge!
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Replaying Skyrim: Help me out with great gameplay mods.
Rimarlk replied to Rimarlk's topic in Skyrim's Skyrim LE
I liked at that old school requiem mod but it's not compatible with SkyRe. What's the biggest positive of it vs SkyRe? -
Thoughts on SkyRe and why Ive decided to say goodbye to it
Rimarlk replied to Drakinor1's topic in Skyrim's Skyrim LE
Maybe I was doing something wrong, lol I dunno. I decided to give it another go. I didn't get far on a mage because, at least at early levels, it seemed everything would just lay waste to me. I did notice that playing stealth or combat wasn't nearly as difficult, and melee combat was A LOT more fun. Gotta say after playing with skyre going back to retarded npcs that just let you wail on them is no fun. You can keep the AI module alone if you don't want the other stuff like scaling progression, changes to perks, combat, etc. I too have found that AI is much more responsive with this mod. Add in deadly combat for melee and it's pretty darn fun (I hated vanilla skyrim melee too). I would also suggest adding the apocalypse spell package it's pretty neat (idk how compatible it is with SkyRe though, I just have it so enemy mages can use its spells thanks to ASIS). Just started my character with this setup so I'm gonna see how it goes Khajiit melee/crossbow warrior ftw! :D -
Replaying Skyrim: Help me out with great gameplay mods.
Rimarlk posted a topic in Skyrim's Skyrim LE
I've been researching like a madman lately and basically I want a harder, fresh skyrim experience. I played the game all the way through (pre-dawnguard) with a stealthy-mage (so overpowered even on master difficulty) and blew through the vanilla game. It was incredibly fun but eventually it got old. Now I'm planning on playing a khajiit 2h warrior (because I want to! haha I will use crossbows though) but melee combat SUCKS in vanilla. I want a decently fun and dynamic melee system and more variety/difficulty in enemies that stays lore-friendly so here's what I've come up with. Deadly Combat (I tried Duel and hated in and Duke Patrick's seemed way complicated and just didn't fit very well with the game). Locational Damage by Khamjut (I think that's how you spell it). ASIS (I have apocalypse installed even though I won't use it as a melee this mod says enemy mages will get these spells = more difficulty = more fun for me I'm hoping) Skyrim Redone (all modules except the combat one) Dance of Death killmoves mod Deadly Dragons Real Wildlife Specialized followers These are the biggest ones that affect gameplay all my others are more or less gimmicks. I looked at ACE but wasn't really sure...Skyrim Redone sounded better to me because I want a much different playthrough than vanilla without breaking lore. I'm really considering putting the warzones mod in here just because I hated how such a big war was supposed to be going on and I'd barely ever even run into a warcamp of either faction. Does anybody else have any suggestions for mods they use that I might be missing that vastly improves their gameplay experience? I heard the UFO (follower's) mod was really really good and from my research me putting mods like Deadly and Asis and SkyRe are going to make the game much harder, possibly to the point where companions become a requirement (which I'm ok with). However my reservation is the creator strongly warned against using his mod through a third party launcher (I use SKSE because of some of my mods). Anyone use the mod through the SKSE launcher with no troubles? Thanks guys. -
Awesome reply thanks that helps me a lot I'll go look over this later when I get the chance. I actually installed SKSE before I even downloaded and tested it as per the video before I did this post but I appreciate you explaining it still. The Save158 confused the heck out of me when I saw it. Thanks for the tip on if it asks me to merge folders I'll do that if it asks. I'm also wondering if I should wait to do all this until I have dawnguard...Steamsale is next week and I'm hoping I can get it at a reduced price. I've read some mods have different steps for non-dawnguard versions of the game and dawnguard versions (like Skyrim Redone)...soooo yeah. The one thing that intimidates me is editing ini. files never done that before but I'll give it a shot later. Which one did you say was required? I only read .ini changes to archery. Thanks again for the great reply! Edit: Quick question what's a batch file? (He says to run as a batch file in skyrim via the console...do this ____)
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Hey all not sure if this is even the right place but I'm trying to install Duke Patrick's Heavy Weapons and Archery mod and I've never manually installed a mod before lol. I've got the downloaded file unzipped and I'm stuck as to what to do next. I have folders "meshes" "scripts" and "seq" and 3 other files "aadpcombat" "DukePatrick'sHeavyWeaponsCombat.esp" and a "Save158DurdSkryim01.15.09.ess". Idk where to put these. Got a bunch of word documents too but I'm not worried about those. After watching several tutorials I believe I put the first 3 in the "Data" folder of my "Skyrim" folder. Not sure about these other 3 and I haven't been able to find any other info on them. Spent about 6 hours just reading about modding and figured I'd dabble a little bit. Overwhelming stuff but still cool. Hopefully someone can give me some pointers thanks everyone!
